bitbydeath
Gold Member
Do we really need to go beyond 60FPS?The only thing dissapointing is the CPU doesn't seem its going to get enough of a boost for CPU limited games.
Graphics and gameplay is more important than frames IMO.
Do we really need to go beyond 60FPS?The only thing dissapointing is the CPU doesn't seem its going to get enough of a boost for CPU limited games.
HDMI 2.1 market penetration isn't high enough to prioritise imho. Maybe a bit more so on the enthusiast side, but mass market 4k/60 is more realistic. Thats not to say 4K/120 isn't a draw for the PS5 pro, but I don't think its as important as locked 4K/60. (reconstructed PSSR 4K ofc.)Do we really need to go beyond 60FPS?
Graphics and gameplay is more important than frames IMO.
With how little info we have Im not putting my money on any node be it 6nm n5 or n4. That said you make it sound like N4 is some new advanced node compared to 5nm when its just a a process optimization/refinement of N5 and supposedly N4 also reduces the number of masks and process complexity enabling TSMC to produce N4 at a lower cost than N5 per wafer.I don't see that 4nm happening at all
Care to elaborate on thisGPUs can pretty much run all the CPU workloads
Who cares how advanced the node is? The only thing that matters is price. And no, N4 is not cheaper than N5.With how little info we have Im not putting my money on any node be it 6nm n5 or n4. That said you make it sound like N4 is some new advanced node compared to 5nm when its just a a process optimization/refinement of N5 and supposedly N4 also reduces the number of masks and process complexity enabling TSMC to produce N4 at a lower cost than N5 per wafer.
Of course demand plays a role as well so if there's more production capability available for N5 Sony might go that route. My intention is merely to point out they are the same node and should not have a big gap in price like say 3nm
Could be better, is how I would put it, as I'm still not totally convinced trying to discretely quantize a continuous complexly generated 30bit(HDR) colour output with integer data types is a better fit to avoid banding and mitigate noise compared to a highly dynamic precision encoding of floating point numbers.I think what he is saying is that for upscaling textures that solution is better.
But for upscaling the whole frame render scene AI hardware is best
Who cares how advanced the node is? The only thing that matters is price. And no, N4 is not cheaper than N5.
We already get 60FPS in 99.9% of games, we don’t need more. PS5 Pro needs to focus on graphics.HDMI 2.1 market penetration isn't high enough to prioritise imho. Maybe a bit more so on the enthusiast side, but mass market 4k/60 is more realistic. Thats not to say 4K/120 isn't a draw for the PS5 pro, but I don't think its as important as locked 4K/60. (reconstructed PSSR 4K ofc.)
What we have is sub 4k (sometimes very sub) and sub 60 (sometimes very sub). A 4K image that actually looks like 4K and a locked 60 with matching frame pacing would be a big upgrade in many peoples eyes, mine included.PS5 Pro needs to focus on graphics.
Sub 60 is a minuscule amount of games that you could count on 1 hand.What we have is sub 4k (sometimes very sub) and sub 60 (sometimes very sub). A 4K image that actually looks like 4K and a locked 60 with matching frame pacing would be a big upgrade in many peoples eyes, mine included.
I'm literally talking about games better maintaining 60fps.Do we really need to go beyond 60FPS?
Graphics and gameplay is more important than frames IMO.
You are being absolutely dishonest or simply ignorant to actual performance in many games. There are many games that could use a boost to better hit 60fps.Sub 60 is a minuscule amount of games that you could count on 1 hand.
That’s almost non-existent this gen.I'm literally talking about games better maintaining 60fps.
Please name 6.You are being absolutely dishonest or simply ignorant to actual performance in many games. There are many games that could use a boost to better hit 60fps.
Alan Wake 2Please name 6.
At $599 it will push beyond it's weight, but they are clearly holding back for PS6.PS5 Pro will easily be the best deal in gaming when it’s released. And have better specs than 95% of PCs at half the price.
At $599 it will push beyond it's weight, but they are clearly holding back for PS6.
I really wanted to see 40fps quality modes with unlocked frame rate come closer to 60fps and then rely on VRR to prevent stutter.
And in first-party territory, these games can also dip below their 60fps target down to either the low or mid 50s during demanding scenes:Alan Wake 2
Cyberpunk 2077
Elden Ring in any PS5 mode.
Final Fantasy XVI
Genshin Impact
Lords of Fallen
Lord of the Rings:Gollum
Remnant 2
RE4 Remake
Robocop: Rogue City
I’m out of my depth here - and i‘m not sure if it’s been discussed on here before, so forgive me. But do we think the Pro will have a better VRR range than the base PS5? I.e. the same as the current Xbox (40-120). Or will Sony wait until the PS6 to introduce that?
With exception of 'maybe' Helldivers 2 - none of those are CPU limited.And in first-party territory, these games can also dip below their 60fps target down to either the low or mid 50s during demanding scenes:
Like the list above - majority of these are not CPU limited either - I mean I get the knee jerk reaction to 'CPU limited' on consoles since we've literally had that problem for the past 5 generations - but current-gen just isn't. Or at least - relative to every other gen before it - the problem is minimal.Alan Wake 2
Cyberpunk 2077
Elden Ring in any PS5 mode.
Final Fantasy XVI
Genshin Impact
Lords of Fallen
Lord of the Rings:Gollum
Remnant 2
RE4 Remake
Robocop: Rogue City
That's... the point.With exception of 'maybe' Helldivers 2 - none of those are CPU limited.
Highly unlikely IMO. Unlike Xbox, PlayStation were there at the inception of VRR and it was never meant to be used in the way Xbox presents it as a frame-rate catcher for poorly optimised games at classic fixed refresh rates. It is there for developers to pick new fixed frame-rates like 40fps, and as most games are either 30fps or 60fps to work on 99.9% of all the HD/4K TVs without VRR support, only options to provide higher frame-rates than 30fps with better visuals than 60fps will be important to them making a console that isn't just a PC in a box under the TV IMO.I’m out of my depth here - and i‘m not sure if it’s been discussed on here before, so forgive me. But do we think the Pro will have a better VRR range than the base PS5? I.e. the same as the current Xbox (40-120). Or will Sony wait until the PS6 to introduce that?
Perhaps it's because there isn't much by way of documentation, but I haven't seen anything saying that 48-60fps is strictly hardware based. But then again, I could be absolutely wrong.Nothing prevents them from doing so.
Ok clear - I read one of SegaSnatcher's post as alluding to CPU limitations being the cause but maybe I misread that.We were just responding to a poster who asked for examples of games that dropped below their 60fps target, and provided a variety of examples with varying degrees of severity - most of which I do expect to be cleared either by either the so-called Ultra Boost Mode or bespoke PS5 Pro patches.
They could offer 120hz container default (just like they do default HDR container), which would increase the range for 60fps games. But I don't see them ever doing LFC by default. That's a hack that requires taking swap-chain control away from the developer - and Sony historically avoided such restrictions. Sometimes for the worse, but in this particular case I actually agree with their approach.Nothing prevents them from doing so.
To be fair, virtually every TV released in last 20 years has native 50hz refresh too - if that was ever a real concern for platform holders they could have improved the situation over a decade before VRR became a thing. But I just don't think any of them actually cared - VRR was a bandwagon to latch on mostly for the buzz-word than any genuine effort to improve player experiences.and as most games are either 30fps or 60fps to work on 99.9% of all the HD/4K TVs without VRR support, only options to provide higher frame-rates than 30fps with better visuals than 60fps will be important to them making a console that isn't just a PC in a box under the TV IMO.
Only in Euro. 50Hz isn't part of the NTSC standard at all, meaning all the HD ready screens in two of the three largest markets for games would have zero guarantee of TVs meeting that 50Hz minimum spec, and that's not even covering the colour spec difference. So I wouldn't say that was possible especial when you add in the transition from regional SD colour gamut, to HD colour gamut to UHD colour gamut. VRR capable consoles and TVs are the first time developers could be assured the 50Hz would definitely be universally available on relevant TVs...
To be fair, virtually every TV released in last 20 years has native 50hz refresh too - if that was ever a real concern for platform holders they could have improved the situation over a decade before VRR became a thing. But I just don't think any of them actually cared - VRR was a bandwagon to latch on mostly for the buzz-word than any genuine effort to improve player experiences.
50hz was part of HDTV standard, basically all flat-panels support it natively, and most other panels manufactured since 2003 at least. Also it's just a refresh rate in HD - color space differences were left behind once we left SD.Only in Euro.
But there's nothing universal about targeting a few % of the market (which is how VRR has been for most of last decade) - it was very special case that you knew would only apply to select few users. Even today VRR coverage is still spotty at best, and people don't buy TVs as often as they do phones.VRR capable consoles and TVs are the first time developers could be assured the 50Hz would definitely be universally available on relevant TVs
Full HD, yes, but not HD-Ready which was the vast majority of Plasma and small LCD screens sold at the start of the HD boom; especially the Plasmas that didn't even come as standard with a TV tuner and the tuners were region specific, so even if the Panel was 50Hz capable the interface for components was either PAL60 or NTSC.50hz was part of HDTV standard, basically all flat-panels support it natively, and most other panels manufactured since 2003 at least. Also it's just a refresh rate in HD - color space differences were left behind once we left SD.
I've bought panels in NTSC regions back in 2005 that natively played back 50hz content. Which is quite unlike VRR, 120hz, or even regular 4k - none of which are guaranteed to work on a random display in active use today. The problem is that console-manufacturers refused to support the refresh rate (outside of select media/BC cases, and even that was inconsistent).
I agree, which is why VRR is a complete waste of time until PS6 or PS6 Pro.But there's nothing universal about targeting a few % of the market (which is how VRR has been for most of last decade) - it was very special case that you knew would only apply to select few users. Even today VRR coverage is still spotty at best, and people don't buy TVs as often as they do phones.
What? VRR was pioneered by Nvidia, Microsoft offered VRR (Freesync) support way before PlayStation, and the use case for VRR is exactly as the acronym implies, tear free visuals at variable refresh rates. 40fps locks don’t require a VRR TV, they just require a TV that 40 fps can divide into, such as 120fps sets. No fixed frame-rates require any sort of adaptive sync technology as long as the selected frame rate divides neatly into the max refresh rate of the TV or monitor.Highly unlikely IMO. Unlike Xbox, PlayStation were there at the inception of VRR and it was never meant to be used in the way Xbox presents it as a frame-rate catcher for poorly optimised games at classic fixed refresh rates. It is there for developers to pick new fixed frame-rates like 40fps, and as most games are either 30fps or 60fps to work on 99.9% of all the HD/4K TVs without VRR support, only options to provide higher frame-rates than 30fps with better visuals than 60fps will be important to them making a console that isn't just a PC in a box under the TV IMO.
I imagine GT7 will look sick in VR mode, assuming the PSSR works well with VR content. I almost bit the bullet and got myself a PS5 multiple times, yet always held off with intentions to jump in with the "pro" model. I hope it turns out well and stays under $600PS5 Pro will easily be the best deal in gaming when it’s released. And have better specs than 95% of PCs at half the price.
Experiencing GT7 now in vr is something special. It's wild looking around inside a car.I imagine GT7 will look sick in VR mode, assuming the PSSR works well with VR content. I almost bit the bullet and got myself a PS5 multiple times, yet always held off with intentions to jump in with the "pro" model. I hope it turns out well and stays under $600
That is mass market. It's not getting 10 million units.
The Dreamcast never even hit 10 million for reference.
I wouldn't bet on a generic upscaler/TAA to work well in VR (I've seen some genuinely horrible examples - like Doom VR which was borderline unplayable - but really most Unreal titles that used TAA were pretty poor as well). On the plus side - it can be tuned to get better/good results - but it has to be done for VR specific usecase, you can't just use the AA that looked good on a flat-screen and expect miracles.I imagine GT7 will look sick in VR mode, assuming the PSSR works well with VR content.
I'm not sure I'd agree there. During PS2 gen sure - but in 2006, 720/1080i was a mess especially on PS3 (panels and console support both) and that didn't stop them from supporting both. And 50hz was afaik more ubiquitous than 1080i/p (I've used HD-ready 720p Plasma panels that supported it just fine).Lots of high-end manufactured HD ready screens sold by Sony, Samsung, etc did do everything, but as these were premium priced, targeting a 50Hz mode outside of Euro would have never made it onto a list for Sony and PlayStation 3 or 4.
True - also given all the weird issues some panels still had with VRR until recently.I agree, which is why VRR is a complete waste of time until PS6 or PS6 Pro.
That's slightly more nuanced will panels and is the very reason why PS3 didn't abandon composite as its default cable option in the box....
I'm not sure I'd agree there. During PS2 gen sure - but in 2006, 720/1080i was a mess especially on PS3 (panels and console support both) and that didn't stop them from supporting both. And 50hz was afaik more ubiquitous than 1080i/p (I've used HD-ready 720p Plasma panels that supported it just fine).
In PS4 era it was already a non-issue - Sony (and MS for that matter) both dropped 720p support alltogether, meaning they were confident console users were mostly on FHD compatible displays by then, and as you note those all supported 50hz refresh too.
....
I wish we could get numbers for the PS Portal. Sometimes it feels like it can see easily over 1 million units WW a year.
All games submitted for cert to Sony must have a PS5 Pro patch as of a week agoThis is gonna be a hard sell. More expensive than ps4 pro and most 1p devs wont optimise as well.
Do we really need to go beyond 60FPS?
Graphics and gameplay is more important than frames IMO.
i think 599 is a hard sell imo 550 tops for me but i will pay 599 if it is thatIf everything is at least 60fps I agree. 30fps in 2024 is a bit rough... Acceptable in some kind of games but a minimum of 60fps in every games would be awesome.Do we have any idea of the price ? 499$/549€ for the PS5 "basic" that it means 599$/649€ ? I hope it won't be more than that because it is already high. Best would be to drop 100$€ on the base PS5 to put the Pro version at the price of the "now price" of the PS5 but I doubt they'll do that... it's still selling well.More than 599 would be hard to sell though.
All games submitted for cert to Sony must have a PS5 Pro patch as of a week ago
$599 could very well be in play here and that is totally a guess.i think 599 is a hard sell imo 550 tops for me but i will pay 599 if it is that
Somewhere between $499 and $599.If everything is at least 60fps I agree. 30fps in 2024 is a bit rough... Acceptable in some kind of games but a minimum of 60fps in every games would be awesome.Do we have any idea of the price ? 499$/549€ for the PS5 "basic" that it means 599$/649€ ? I hope it won't be more than that because it is already high. Best would be to drop 100$€ on the base PS5 to put the Pro version at the price of the "now price" of the PS5 but I doubt they'll do that... it's still selling well.More than 599 would be hard to sell though.
Any ideas on older games that getting patches?All games submitted for cert to Sony must have a PS5 Pro patch as of a week ago
$599 could very well be in play here and that is totally a guess.
When the first talk of the Pro was making its rounds over a year ago it was going to be higher than that and likely why Sony didn't push it last year
Sadly no clueAny ideas on older games that getting patches?
reprojection even good like dlss doesnt work best in racing gamesI imagine GT7 will look sick in VR mode, assuming the PSSR works well with VR content. I almost bit the bullet and got myself a PS5 multiple times, yet always held off with intentions to jump in with the "pro" model. I hope it turns out well and stays under $600
Sony actually wanted to count it as a new hardware unit instead of an accessory & we would have gotten numbers but I guess it had to be counted as an accessory since it's not it's own platform.I wish we could get numbers for the PS Portal. Sometimes it feels like it can see easily over 1 million units WW a year.
No, Sony will not match or better that unless we all start asking for it and nobody is really asking for it. Heck most people don't even really know/understand what it is. So we all need to start asking for it from Sony from here on out, relentlessly until they give it to us. Please people, lets fight for what should be common, heck the Xbox has had it since day 1!I’m out of my depth here - and i‘m not sure if it’s been discussed on here before, so forgive me. But do we think the Pro will have a better VRR range than the base PS5? I.e. the same as the current Xbox (40-120). Or will Sony wait until the PS6 to introduce that?
Do we really need to go beyond 60FPS?
Graphics and gameplay is more important than frames IMO.